Starbound

Starbound

Recipe Browser
93 kommentarer
林一二 15. maj kl. 23:15 
This is how I fix it, if you have Github I could send a PR:

At line 1559, use pcall to catch error

- ItemConfig = root.itemConfig(itemName)
+ local success, configResult = pcall(function() return root.itemConfig(itemName) end)
+ ItemConfig = success and configResult or nil

I repack and try it and it works, now it could search, won't stop at 1 / 3

G:\SteamLibrary\steamapps\common\Starbound\win32\asset_unpacker.exe "G:\SteamLibrary\steamapps\workshop\content\211820\2018183533\contents.pak" "UnpackedAssets"
G:\SteamLibrary\steamapps\common\Starbound\win32\asset_packer.exe "G:\SteamLibrary\steamapps\workshop\content\211820\2018183533\UnpackedAssets" "contents.pak"
林一二 15. maj kl. 22:56 
Thank you make this, but do you know why search stop at 1 / 3 , and search is always in progress? I'm using xstarbound which use faster and newer Lua version, the log is:

[13:54:28.943] [Error] Exception while invoking lua function 'update'. (LuaException) Error code 2, [string "/interface/recipebrowser/recipetabletui.lua"]:1559: (LuaException) Error code 2, [string "/items/buildscripts/alta/object.lua"]:48: invalid conversion specification: '%02s'
stack traceback:
[C]: in ?
[C]: in function 'string.format'
[string "/items/buildscripts/alta/object.lua"]:48: in global 'buildObject'
[string "/items/buildscripts/alta/object.lua"]:8: in function <[string "/items/buildscripts/alta/object.lua"]:5>

stack traceback:
[C]: in ?
[C]: in field 'itemConfig'
[string "/interface/recipebrowser/recipetabletui.lua"]:1559: in global 'searchInputs'
[string "/interface/recipebrowser/recipetabletui.lua"]:201: in function <[string "/interface/recipebrowser/recipetabletui.lua"]:186>
林一二 15. maj kl. 22:39 
I have an idea that generate quest / task / todo / mission from the recipe, so I could follow the quest when exploring, where can I start?
Ryanor 16. feb. kl. 16:33 
Hey! Great job on getting universal support for recipes with OpenStarbound, although I'm wondering, is it possible to optimize the recipe searching now that OpenStarbound exists? I feel like that'd make this mod even better so you don't get lagspikes when looking for a query.
Ziorys  [ophavsmand] 11. feb. kl. 14:43 
oops ^^

that's what happens when you assume any consistency between mods and vanilla i suppose. thanks for the tip <3

it might work now (in testing at least it does for that saxophone recipe and similar ones)
patman 9. feb. kl. 16:28 
its because the script expects all itemdescriptors to be objects when they can also be strings or arrays <3
Zennle 9. feb. kl. 12:57 
[19:01:44.919] [Warn] [RB_postload]: failed to parse recipe from asset: (failed to get product)
[19:01:44.919] [Warn] /recipes/starbound/instruments/tool/saxophone.recipe
[19:01:44.919] [Warn] {"groups":["sb_craftingtable","sb_instruments","all"],"output":"saxophone","duration":0,"input":[["copperbar",2]]}
[19:01:44.919] [Warn] skipping. (this recipe will not appear in the recipe browser. if you notice this and think it should, tell me on steam which mod caused this issue.)

several thousand lines of this type of error in the log
Ziorys  [ophavsmand] 28. jan. kl. 13:24 
@Ryanor: thanks for catching that. I haven't had that problem, probably an edgecase with some mod i haven't tested with. The new update should make it so cases like that get handled reasonably now, but without knowing the exact cause that's all i can do for now. Could you check if it works now? (ideally the log should now also tell you what caused the problem in the first place)

@DeMadScribe: StarExtensions support is probably possible, but i'll have to figure out some implementation details first
Ryanor 25. jan. kl. 17:28 
Error occurring after script is loading in OpenStarbound:
[18:00:07.521] [Info] Running postLoad scripts ["/osb_postload/rb_Autopatch_postload.lua"]
[18:00:07.524] [Error] Exception while running postLoad scripts from asset source 'C:\Program Files (x86)\Steam\steamapps\workshop\content\211820\2018183533\contents.pak': (LuaException) Error code 2, [string "/osb_postload/rb_Autopatch_postload.lua"]:43: table index is nil
stack traceback:
[C]: in metamethod '__newindex'
[string "/osb_postload/rb_Autopatch_postload.lua"]:43: in main chunk


Hope this helps troubleshoot! I don't see any new recipes from other mods showing up because of this error.
Ryanor 25. jan. kl. 17:20 
Hi! I'm using OpenStarbound and this mod, and I recently removed some Recipe Browser patches so I can test whether items from Frackin', Elithian Races, and Avali are working. It seems to be not functioning correctly, I will send a log if I can soon to see what the issue is, if any.
DeMadScribe 25. jan. kl. 1:16 
Will it work with StarExtensions? If no, will there be support for it?
mec fluuri 21. jan. kl. 21:05 
Peak
Ziorys  [ophavsmand] 21. jan. kl. 10:21 
OpenStarbound integration should work now :). lmk if there are problems
TheRocki 9. jan. kl. 15:10 
is there a way to look for everything craftable from a certain work station?
Ziorys  [ophavsmand] 29. dec. 2024 kl. 11:56 
I'll look into it. seems doable.
mec fluuri 20. dec. 2024 kl. 20:01 
Can you plan on adding additionally functionality with OpenStarbound like with the mod SiP (Spawnable Item Pack)?
ahilger1 13. apr. 2024 kl. 13:45 
My searches keep getting stuck at “searching database 3:1/5”
Geshiku 27. mar. 2024 kl. 3:32 
Thank you! This mod is a must have I am surprised more people don't incorporate it into their modpack.
Leon 31. dec. 2023 kl. 7:39 
also can we have the RPG Growth patch too. love that mod to death. lol.
Leon 31. dec. 2023 kl. 7:38 
TY buddy. I disable some other mods and use this one than things are getting better. still have some lap. but maybe just because I have few 100s mods installed. Your mod is good. Just like the terraria guide npc. help find things and how to create them easier.
Ziorys  [ophavsmand] 20. dec. 2023 kl. 15:20 
@Leon: that's... weird. i can't really think of a reason why that would happen. also i can't reproduce it. are you sure it's caused by this mod (and actually related to boxes, the game can slow down/lag while searching for items, there's not much i can do against that)? if yes, could you be more specific?
1. is it a persistent slowdown or more of a lagspike?
2. does it happen when the interface is closed? (for all i know it shouldn't, there is nothing in the mod that actively does anything unless the interface is opened)
3. does it happen when opening the inventory as well?
4. do you have other mods installed that interact with containers somehow? (the interface for this mod is using the same basic system that boxes or the inventory use to display items, just with different interactions on clicking them. i guess if another mod tried to interact with slots in the interface expecting them to work like normal itemslots it could cause issues? but that would probably be very hard to fix)
Leon 19. dec. 2023 kl. 20:53 
somehow this mod slow down the game when opening boxes and when one get close to boxes. any fix guys?
VariableVixen 27. nov. 2023 kl. 13:01 
Definitely not late, I wasn't able to figure out the "extra" recipe stuff, so I'll look at the source and let you know if I have any more questions, if you're open to it!
Ziorys  [ophavsmand] 27. nov. 2023 kl. 5:40 
@VariableVixen: might be a bit late for an answer (sorry), but i added a more thoroughly commented version of the patch creation scripts source code, including an explanation of the Database format.
VariableVixen 20. nov. 2023 kl. 4:56 
This mod looks awesome! One thing I'd really appreciate though, is some documentation of the recipe patch format for registering stuff from other mods. I know you've provided your own patch generator along with some premade patches, but I think it'd be nice for other mods to be able to offer built-in support for this mod by providing their own patches, made by the mod author.

Also, I'm creating my own C# patch generator that should be decently robust and able to handle both workshop and non-workshop mods, plus some sanity checks and the like, and it'd be easier than trying to reverse engineer your python and existing patches to figure out how they work.
Ziorys  [ophavsmand] 27. sep. 2023 kl. 8:24 
You're Welcome :), always nice to get positive feedback. Thank you too (and all the others) for reporting those bugs btw.

Also, there is no crash log for the patcher, the closest thing would be to run it from an already open terminal (so it doesn't close automatically) and just look at the output
Thanjar 26. sep. 2023 kl. 10:33 
Also, thank you for an amazing mod!
Thanjar 26. sep. 2023 kl. 9:44 
Well, idk if it was something on my end or not, it successfully made the patch without issues now.
Thanjar 26. sep. 2023 kl. 9:31 
btw, is there a way to find like a crash log file or something from the patcher?
Thanjar 26. sep. 2023 kl. 9:20 
Ok! ill give it a try and see what i get
Ziorys  [ophavsmand] 21. sep. 2023 kl. 10:27 
@Thanjar: i don't know what causes the crash in the patcher, but the game crashes because it tries to load the temporary data created by the patcher as a mod. deleting the 'temp' folder in "Starbounds/mods/Recipebrowserpatch" (or just that folder itself) should fix it.

I uploaded a new version of the patcher that should at least remove the left-over data when it fails to create the patch
Thanjar 16. sep. 2023 kl. 2:23 
Downloaded the fixed one btw
Thanjar 16. sep. 2023 kl. 2:21 
I have noticed that the All-in-Once Patcher crashes or something when gets to the phase of searching relevant files (after unpacking all mods) which, if you try to open the game, will make the game crash before it even starts.

Here is what i get when i try to open the game after the patcher: Hope this helps. [pasteboard.co]
karmastatedrive 15. aug. 2023 kl. 9:03 
I'm not sure if this is a documented issue but figured i'd share here. For whatever reason the patcher itself for recipe browser seems to be completely incompatible with 'Evolved Weapons System [v1.4.4]' i'm not sure why this happens as i only discovered the issue by attempting to brute force fix the issue and have next to no experience in modding. The patcher will successfully find and unpack the required files, however when it tries to create the patch file it will almost immediately hard crash and end the process without completing. Removing this mod and it's files seem to have fixed the issue though. I'm not sure how helpful this information will be, just wanted to share in case anyone else ran into a similar issue while attempting to create their own patch. Thank you again for making the mod and patcher, Starbound would genuinely be unplayable without it for me
Ziorys  [ophavsmand] 6. aug. 2023 kl. 11:58 
finally got around to uploading the fix for the search crash, tell me if i broke anything.

@tsalkenov: if you still have that bug with the new version, could you send me your log file from right after it happened? (Starbound/storage/starbound.log)
Blood INQUISITOR 27. juli 2023 kl. 8:38 
Np, anyway thank you for a great mod :steamthumbsup:
Ziorys  [ophavsmand] 27. juli 2023 kl. 6:37 
@Blood INQUISITOR: Great to see a relatively easy fix that works :). for anyone else: that property is the only thing saved to the player data and deleting it is basically the same as starting the mod for the first time on a new character. It won't stop it from breaking again though. I am currently working on a fix for that bug, but still have to test if it breaks anything else. Sorry it's taking so long
Blood INQUISITOR 27. juli 2023 kl. 6:25 
I sort of figured it out myself.

For those who need a solution:

1) Download "The New Easy Script" from here https://steamcommunity.com/sharedfiles/filedetails/?id=942157446 and unpack your .player file
2) Remove "RB_localstorage" block from JSON file
3) Pack edited JSON to .player file with same script

Thats all!
Blood INQUISITOR 27. juli 2023 kl. 5:46 
@mec fluuri, are you talking about the .player file?
Would you care to give me a hint, what does data block that needs to be erased look like? I think I can handle if I have your clue
mec fluuri 26. juli 2023 kl. 21:04 
@Blood INQUISITOR, yeah but it involves editing your save file. I've noticed the mod saves the crafting dictionary in each save file separately, so I had to delete a whole block code in my save that stores the dictionary.
Blood INQUISITOR 26. juli 2023 kl. 4:28 
@mec fluuri, same problem. Did you manage to fix it?
mec fluuri 7. juli 2023 kl. 10:28 
Oh, that's relatively fine then. Also, I've also experienced a weird bug where with one of my characters, the recipe browser hangs when I try to use it. The reset doesn't seem to do anything either. https://pastebin.com/TBtxeCfZ
Ziorys  [ophavsmand] 7. juli 2023 kl. 9:22 
At least it runs correctly. That error isn't that concerning (just a little weird). You should expect some craftingstations or similarly upgradeable objects not showing up correctly, but otherwise everything should still work. (the script tried to assign a basic object (e.g. "station") to an upgrade name (e.g. "station2") that has already been used, might be an edgecase that i've missed (i.e. there is a basic station called "station2" in one of the mods) or some mod you use defines objects in a weird way)
mec fluuri 7. juli 2023 kl. 2:06 
Seems to be working okay, but I'm not sure if this (https://pastebin.com/jE2P5DPz) should be something of concern. Also, I've notice a recipe still shows a generic cube even though the item looks like it was patched in the database.
Ziorys  [ophavsmand] 6. juli 2023 kl. 12:24 
@mec fluuri: i added a (hopefully) fixed version to google drive. Please tell me if it doesn't work, i can't really test it right now
mec fluuri 6. juli 2023 kl. 3:39 
The All-In-One Patcher doesn't seem to work for me. I've pasted a part of the logs that seem to point to the problem but I don't know how to fix it myself. https://pastebin.com/1fyM84k6
The Lone Wolf 14. mar. 2023 kl. 20:03 
Forget it, i found the problem. The script is missing quotation marks in the first part of the command when you refer to the asset_unpacker.
The Lone Wolf 14. mar. 2023 kl. 19:41 
Hmmmm, i think that the script doesn't work with other language distributions of Windows. i get a lot of errors in the script because C:/ProgramFiles is not the same as C:/Archivosdeprograma (Spanish distribution) altough it detects the base directory and the mods, the script is unable to unpack them. Would you be able to help me out? Thanks in advance!
Ziorys  [ophavsmand] 16. aug. 2022 kl. 14:51 
@wyongcan: We can talk about it. I'll send you a request
wyongcan 16. aug. 2022 kl. 11:10 
Hi, I modified your mod to support output search and add support for some mod custom recipes, may i have your permission to publish it?